Pipes, pipes, and more pipes..... Somehow I've ended up building nearly every pipe in the Destiny franchise over the past 5 years. I created all of the designs and models, and nearly all of the textures for these assets. Most of the shaders and variant color options were set up by Daniel Thiger.
Hello everybody, Modular Sci-Fi Hospital vailable for purchase Web site facebook twitter I want to share with you the progress of work for my new project is the Hospital This setting is a modular environment I crea…
Twitter: https://twitter.com/colorblindmess I made this as a personal project back in June of 2016 and I abandoned it for lack of time to continue. My idea was practicing hardsurface modeling in Modo and also modular environment building. The story was to create some sort of Space investigation photographic documentary, in a station on a parallel universe that mysteriously stopped functioning and transmitting. But I just did not have time to finish it, this is like 20% of the modeling only. It has no textures, no set dressing assets, it's just walls and frames. I usually don't post work in progress, but I thought this one looked ok for a WIP that's I'm showing to you guys. Hope it doesn't hurt your eyes! lol All modo, and the picture frame is illustrator, the character I painted on photoshop. MADA is Japanese for "Still" or "Not yet", which is a personal joke, for not yet finished this work, and for being empty and still in space.
Worked on this Sci-fi-Interior, lately, I've really been digging hard-surface and wanted to give myself a challenge. It's been quite a while since I last worked on something big, not to mention working modular had a lot of benefits here. This was the first time I got to get something like this to this scale done in Marmoset Toolbag 4. By far, the results are stunning. My intent for this project was to work and understand Modular Environment Workflow and lighting. Previously worked on lighting for Train Carriage Relighting I've applied the same workflow for the project. https://www.artstation.com/artwork/mDln9e
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Finally, I started work on my Sci-Fi modular environment pack for UE4 Marketplace. Customizable, high-quality, modular and fast in production and it is almost unreal combination =) To make it real I decided to try the new technique for me from the Star Citizen game. In particular, they use Face weighted normal and various types of decals. More about this you can read here: http://wiki.polycount.com/wiki/Face_weighted_normals First of all, I created textures for trims, floaters and decals with NDo and PS, and after this base tile UE4 materials such as metal, rubber, plastic, etc. (I want to note that UE4 allows to create amazing procedural materials.) After finishing this set I realized "the sky is not the limit". Only auto UV's without baking and texturing, that gives you more time for creating the design and less for technical boring moments. With using Modo UE4 Bridge this approach is even more effective. It was made during 8-hour stream!
This was a personal project of mine that I did over the summer, the scenes purpose was to create a modular environment and to understand how Unreal Engine 4's lighting works. By doing this project I learnt a great deal about making modular environments and the workflow between Maya and Unreal which will really help me speed up when it comes to my future projects. I will definitely come back to this project in the future when I have more time to work on it.
“Stages” are series of packages with modular constructions for your environment design. This package contains modular parts for the construction of any
Artwork for Prey game by Arkane Studios. Some props for Morgan's room.
Some floor meshes I made for the Infiltrator GDC demo
Thie is a pipe valve I made for our Infiltrator GDC demo
3D models for download, files in 3ds, max, c4d, maya, blend, obj, fbx with low poly, animated, rigged, game, and VR options.
Nice solid consistent work Kev.
Chipped Metal, Orks, Scratch Build, Terrain, Terrainwalker, Vallejo Ink, Warhammer 40,000, Wash
A sci-fi modular environment was created for the contest, which was later redesigned into a product for the Unreal Engine Marketplace - https://www.unrealengine.com/marketplace/en-US/product/modular-sci-fi-environment-02
The concept of this environment was based on the wonderful concept by Sam Brown (https://www.artstation.com/sambrown) that he was kind enough to let me use! The concept can be found here https://www.artstation.com/artwork/BODz My goal with this scene was to practice the scifi genre, and also to see how well my workflow I established in the last Artstation Challenge translated to a different type of scene.
3D dumpster - props modeling
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Concepts I produced for the Gears 5 multiplayer map - Training Grounds. The Map features New Cog training platforms set in front of the destroyed House of Sovereigns. This map also features in the training Bootcamp as a fully animated area! Definitely one of my favourites on the project. I worked closely with the environment artists to produce fully animated prop concepts. Shout out to the environment artists Matthew Macer, Julius Peters and William Taylor Parker whom all brought it to life. :) https://www.artstation.com/macer https://www.artstation.com/dvids